Author Topic: Essence  (Read 32834 times)

0 Members and 1 Guest are viewing this topic.

Offline Eiyeron

  • Urist McEiyolobster
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1430
  • Rating: +130/-10
  • (-_(//));
    • View Profile
    • Rétro-Actif : Rétro/Prog/Blog
Re: Essence
« Reply #120 on: October 18, 2011, 03:41:52 pm »
What about BlitzLicht for any laser, or very fast weapon?

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Essence
« Reply #121 on: October 29, 2011, 08:01:07 pm »
I'd like to keep the names so as many people as possible understand what the weapon names mean, "Kamikaze" was a sort of last-ditch thing because I couldn't think of something better that was shorter than Blitz Cannon. :P

Sorry about the slow pace of updates, I've been having fun debugging and trying to get msd8x to work long enough for me to backup all the source files x.x
The problems brought up on the previous page are fixed tho :)
Vy'o'us pleorsdti thl'e gjaemue

Offline annoyingcalc

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1953
  • Rating: +140/-72
  • Found in Eclipse.exe
    • View Profile
Re: Essence
« Reply #122 on: October 30, 2011, 07:33:56 pm »
Ok sweet love to see the progress
This used to contain a signature.

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Essence
« Reply #123 on: November 02, 2011, 06:50:10 pm »
Update soon, managed to get the stuff on the MSD8X drive without destroying the folder in the process ;D so just need to throw some level together and screenie and bam :)

I've been thinking of a new weapon idea..won't give much detail here.  I'll just say the name idea is "Comet", and it's more involved than the other weapons (well maybe not the blitz cannon but w/e) ;)
Vy'o'us pleorsdti thl'e gjaemue

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Essence
« Reply #124 on: November 05, 2011, 03:50:03 pm »
...3 days later I'm finally able to x.x

I had a level made, but then lost it in a hardware-fault-related RAM clear* so I just threw together a sort of testing ground thingy.
The map now scrolls faster as you reach near the side.  It's possible to still exploit something to hit the side and bounce back, but I'm onto that so >:D
If you watch the screenie long enough you'll be able to tell just how fast you can move.

Also new now: bullets can be a distance offscreen before they disappear.  They still interact with what's off-screen, bouncing and exploding and such.  This could be taken advantage of for a sort of tactical benefit...say, if you knew the timing well, you could shoot some plasma glob thingies to the side and tell by if/when the explosions come what terrain waits off-screen.  ofc this would have a risk (there might be unseen enemies as well etc etc) but it would work.
To fix problems caused by this, projectiles expire after a while, either just disappearing or exploding in the process.  That's been in for a while, it's how the flamethrower works :)

I don't remember anything else off the top of my head so yeah, stuffs attached as usual ;D

EDIT: The screenie glitched somehow, leaving a phantom line, that's not there on the real calc so idk


*The part where the bottom screws screw in, something's broken.  It rattles when shaken..  Because of this the seam thingy on the bottom is loose, and some connection that supplies power is broken for a bit at a time, causing spontaneous power-downs and RAM clears and such.  I ended up taping it together but the tape comes loose X_x
« Last Edit: November 09, 2011, 10:40:04 am by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline LincolnB

  • Check It Out Now
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1115
  • Rating: +125/-4
  • By Hackers For Hackers
    • View Profile
Re: Essence
« Reply #125 on: November 05, 2011, 10:01:18 pm »
Ooh, those look really nice. The white tiles could be a little prettier, though..whatever. I couldn't do any better :)
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Essence
« Reply #126 on: November 05, 2011, 10:14:14 pm »
Ooh, those look really nice. The white tiles could be a little prettier, though..whatever. I couldn't do any better :)
About that..I was thinking of, for different levels, there could be a different background and tile design.  I've been lobbing around ideas for them, but I'm not that far yet so yeah :P
Vy'o'us pleorsdti thl'e gjaemue

Offline LincolnB

  • Check It Out Now
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1115
  • Rating: +125/-4
  • By Hackers For Hackers
    • View Profile
Re: Essence
« Reply #127 on: November 06, 2011, 08:23:37 pm »
The background looks great, btw. It's just the tiles I was referring to
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Essence
« Reply #128 on: November 08, 2011, 10:52:35 pm »
For the time being I'm doing a re-write of Duel to test out some concepts that I (read: Builderboy) recently got working.  Among the planned things, auto-aiming is working in the test program, and I'm playing around with how to put it in Essence.  I'm guessing it'll take a week at most :P
Once I get finished with Duel I'll be able to put it in Essence, with better knowledge of how to use it ;D
« Last Edit: November 08, 2011, 10:53:10 pm by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Essence
« Reply #129 on: November 11, 2011, 09:00:06 am »
Awesome stuff! =)

Offline boot2490

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 607
  • Rating: +54/-36
    • View Profile
    • Boot2490's Stuff
Re: Essence
« Reply #130 on: November 11, 2011, 03:21:23 pm »
Great!!!
I'm not worried about SOPA creating censorship, that will not stand for long. I'm worried that they'll succeed in stopping piracy!

Spoiler For Signature, updated march 23, 11:28 PM EST:















An useful tool!

PM me if you need some help. I am glad to be of assistance and part of the TI Communnity.

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Essence
« Reply #131 on: November 15, 2011, 02:52:23 pm »
Currently looking into ways to store the AI.  I'm thinking one enemy per column, and every other byte a tile.
Are there any other methods that might work for this sort of thing?
Vy'o'us pleorsdti thl'e gjaemue

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Essence
« Reply #132 on: November 15, 2011, 05:33:22 pm »
Currently looking into ways to store the AI.  I'm thinking one enemy per column, and every other byte a tile.
Are there any other methods that might work for this sort of thing?

Not sure what you mean by one enemy per column

In StickNinja I made an array to hold the enemies with the following characteristics:
Byte 0-1: Enemy Type (Determines sprite, speed, health, and/or movement pattern etc.)
Byte 2-3: Enemy X
Byte 4-5: Enemy Y
Byte 6: Enemy X speed
Byte 7: Enemy Y speed

Then loop through the array to adjust position accordingly, check for collisions, etc. You could probably also use the enemy type to determine a code address in another LUT to apply special effects now that we have direct address manipulation.
« Last Edit: November 15, 2011, 05:34:05 pm by squidgetx »

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Essence
« Reply #133 on: November 15, 2011, 06:14:48 pm »
What I'm thinking of atm is how to put them in the map, so when the map is loaded they appear etc.

For the in-game stuff, I've generally gone along those lines, tho somehow I came up with ~9 bytes of data..idk
Vy'o'us pleorsdti thl'e gjaemue

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Essence
« Reply #134 on: November 21, 2011, 12:10:42 pm »
Finally got around to switching from GDBs to Appvars (the major GDBs anyway) and took off (10489-9066=)1423 bytes without causing any bugs :D

Wall jump seems to only happen when I ram into a wall too fast while falling. I seem to bounce back. It kinda reminds me SMB except in SMB I didn't bounce back.
I think I got this one figured out now, while I was looking at the sourse :P
For some reason I have the player bounce if it's downward velocity is greater than 16 (two pix/frame) so I'm guessing it happened when you were falling down pretty fast.
Also it bounces horizontally afaict, with S being the force it does S//-2→S so if |S|>8 it visibly bounces horizontally as well.

EDIT:
Currently looking into ways to store the AI.  I'm thinking one enemy per column, and every other byte a tile.
Are there any other methods that might work for this sort of thing?
Not sure what you mean by one enemy per column
I was meaning in the actual map, not the coordinates etc the enemy have in-game but how to store the enemies in the level itself.


EDIT2:
Spoiler For rambling:
Ok I'm finally starting to add in the AI.  So...max # of bullets on-screen is 70-something, and if I spread around the weapons evenly that's a bullet made every ~11 frames for each enemy.  Realistically it'll prolly be about 5 because slow-firing weapons etc don't exactly do well fur shmup action :P  Technically I could do away with that barrier and put the enemies in L1 instead of the bullets, then that's a limit of um..63 enemies if I'm doing the math right.  Then I could have a truckload more bullets at a time..I guess I'll just do that and pretty much this whole paragraph is irrelevant.  Oh well.[/tangent]
So max of 63 enemies at a time, with, say 150 bullets max tho that would be a huge slowdown if all the space for the bullets was filled up :P

POSTEDIT 3X COMBO: Switch complete, about to start putting the AI together :D
This is the part where it starts getting crazy...
« Last Edit: November 22, 2011, 01:12:47 am by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue